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authorTorbjörn Andersson2006-04-10 23:48:22 +0000
committerTorbjörn Andersson2006-04-10 23:48:22 +0000
commit62a163bc43f0f50a90de09b53cf575c2beb01acd (patch)
tree9c5e41f44b9b15a098ea38c78656cbadf40ea641
parent8ae793c81e505c5b839ca47ac1dcbd3c31c06b08 (diff)
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Might as well clear ptr1 and ptr2 in animDataTable[] when loading a savegame.
The previous commit should ensure that the elements that need to be loaded are. svn-id: r21774
-rw-r--r--engines/cine/various.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/engines/cine/various.cpp b/engines/cine/various.cpp
index 5e54e17aec..cfc0f01a13 100644
--- a/engines/cine/various.cpp
+++ b/engines/cine/various.cpp
@@ -650,6 +650,8 @@ int16 makeLoad(char *saveName) {
animDataTable[i].var1 = fHandle->readUint16BE();
animDataTable[i].bpp = fHandle->readUint16BE();
animDataTable[i].height = fHandle->readUint16BE();
+ animDataTable[i].ptr1 = NULL;
+ animDataTable[i].ptr2 = NULL;
animDataTable[i].fileIdx = fHandle->readSint16BE();
animDataTable[i].frameIdx = fHandle->readSint16BE();
fHandle->read(animDataTable[i].name, 10);